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Community
General Tabletop Discussion
D&D Older Editions
Handling things like Riding and Craft with 4E Skills.
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<blockquote data-quote="DracoSuave" data-source="post: 5613054" data-attributes="member: 71571"><p>I suppose I should make the word clearer. "Relevant to the system" rather than "Relevant to the roleplay" which are different concepts entirely.</p><p></p><p>I happen to feel background stuff on a character sheet adds life to a character, but there's not a lot of room on the sheet to justify background stuff unless that translates into a tangible system-relevant choice. The game simply operates on the assumption that background stuff doesn't need representation on the sheet, so it doesn't try to do so.</p><p></p><p>But, background stuff also needs to have a small impact on character generation for balance purposes. 3.5 had crafting be a minor pittance that didn't do much, so it wasn't a major choice to make. Get a rank, fuggetaboudit.</p><p></p><p>Thing is, 4thed has NOTHING you can do that's minor on your sheet like that... so that means if you're giving up... say... Diplomacy... you better be getting something other than 'saves money on things you only buy during character creation.'</p><p></p><p></p><p>Moreover, I'm also a fan of abstracting skills and having the narrative means of using them be unique to a character. A warlock uses his dark magics to dismantle traps where a rogue uses cleverness and a set of hand tools. A bard sings a song about how the trap opens in mourning for its lost lover, the key.</p><p></p><p>Do these three things need three seperate skills? Do you invent a new Thievery skill every time a new class comes out that does things a little differently? Is it good for the game to have five different skills that accomplish the same effect? Or do you just take the effect, make that the game mechanic on your character sheet, and roleplay your character appropriate to what you envision?</p><p></p><p>Do you NEED a perform skill, or do you use performance to enact your Bluff, Diplomacy, Streetwise, and powers?</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5613054, member: 71571"] I suppose I should make the word clearer. "Relevant to the system" rather than "Relevant to the roleplay" which are different concepts entirely. I happen to feel background stuff on a character sheet adds life to a character, but there's not a lot of room on the sheet to justify background stuff unless that translates into a tangible system-relevant choice. The game simply operates on the assumption that background stuff doesn't need representation on the sheet, so it doesn't try to do so. But, background stuff also needs to have a small impact on character generation for balance purposes. 3.5 had crafting be a minor pittance that didn't do much, so it wasn't a major choice to make. Get a rank, fuggetaboudit. Thing is, 4thed has NOTHING you can do that's minor on your sheet like that... so that means if you're giving up... say... Diplomacy... you better be getting something other than 'saves money on things you only buy during character creation.' Moreover, I'm also a fan of abstracting skills and having the narrative means of using them be unique to a character. A warlock uses his dark magics to dismantle traps where a rogue uses cleverness and a set of hand tools. A bard sings a song about how the trap opens in mourning for its lost lover, the key. Do these three things need three seperate skills? Do you invent a new Thievery skill every time a new class comes out that does things a little differently? Is it good for the game to have five different skills that accomplish the same effect? Or do you just take the effect, make that the game mechanic on your character sheet, and roleplay your character appropriate to what you envision? Do you NEED a perform skill, or do you use performance to enact your Bluff, Diplomacy, Streetwise, and powers? [/QUOTE]
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Handling things like Riding and Craft with 4E Skills.
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